/Engine/Plugins/Experimental/Mutable/Source/CustomizableObject/Classes/MuCO/CustomizableObject.h
A USTRUCT version ofFMeshToMeshVertDatain SkeletalMeshTypes.h We are taking advantage of the padding data to store from which asset this data comes from maintaining the same memory footprint than the original.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCustomizableObjectMeshToMeshVertData
float[4]
NormalBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit normal endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition
float[4]
PositionBaryCoordsAndDist
Barycentric coords and distance along normal for the position of the final vert.
int16
SourceAssetIndex
Dummy for alignment (8 bytes). Originally not used.
int16
SourceAssetLodIndex
uint16[4]
SourceMeshVertIndices
Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position
float[4]
TangentBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit Tangent endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition
float
Weight